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GoWiPe




Introduction:
One of my favorite attack strategies is GoWiPe, which stands for Golem, Wizard, Pekka. The reason I love this strategy so much is because it packs the heaviest (albeit probably the slowest) punch the game has to offer. Truly, there is no better way to overpower an opponent from TH8 through TH10. Yes, that’s right, although it’s challenging with TH8’s 200-troop capacity, if you’re rolling in dark elixir or you’re just jazzed to try this strategy, you can effectively use this strategy at TH8 all the way through crystal league whether you’re trophy-pushing or certainly in any clan war situation. In fact, when jtripp finished TH8, I made securing golems and pekkas a top priority; however, I quickly learned that GoWiPe has its limitations at TH8, which I’ll describe in detail later. But before we get into too much strategic philosophy, let’s take a look at how the GoWiPe strategy looks at the highest level.

Here’s a great series of GoWiPe attacks from DubWar.


And here’s a five more multi-level GoWiPe attacks from the YouTubeAllStars clan.


Army Composition:

TH10:

  • The troops (240 count): 2 golems, 3 pekkas, 15 wizards, 25 archers, 10 wallbreakers
  • The clan castle: 1 pekka, 2 wizards, 2 archers
  • The spells: 4 rage, 1 freeze (Variations include 3 rage, 2 freeze or 3 rage, 1 freeze, 1 lightning based on personal preference — me, I’m not that sold on freeze yet)

TH9:

  • The troops (220 count): 2 golems, 3 pekkas, 11 wizards, 21 archers, 10 wallbreakers
  • The clan castle: 1 pekka, 1 wizards, 1 archer
  • The spells: 4 rage (Variations include 3 rage,1 lightning based on personal preference)

TH8:

  • The troops (200 count): 1 golem, 3 pekkas, 15 wizards, 21 archers, 9 wallbreakers,
  • The clan castle: 1 pekka
  • The spells: 3 rage (or 2 rage, 1 lightning if dropping lightning on cc troops is your game)

The Basics: When looking for a base to experiment with GoWiPe, there’s one major thing you have to keep in mind — look for bases with direct access to outside walls. First, for the ease of your golem and thus the safety of your wallbreakers, but most importantly, so your pekkas aren’t annoyingly drawn away to the outside of the base by the outlying buildings. As you saw in the videos above, the concept is pretty simple. Drop a golem as a rock shield, followed by a pair of wallbreakers, followed by your pekkas and BK, then a wall of wizards and AQ, then a rage spell on your golem and pekkas (who are hopefully still leading the way), and finally pairs of wallbreakers and periodic rage spells until you’ve finished what you came to do.

Note on pekka placement: I’ve learned over the course of many GoWiPe raids to release my pekkas in pairs, never all at once. Pekkas in pairs can one shot basically any building, so there’s no reason to send in more than two at a time unless deploying all at once is the difference between your pekkas targeting an internal building vs. an external building. Use your best judgment and practice both ways to get a feel for what you prefer. Some people like to clear outside buildings first as insurance, but since these troops are so slow-moving, I don’t like to waste attack time on clearing obstacles if it can be avoided with better placement or better base selection. It also wastes troops.

Enemy Heroes: If possible, try to enter the enemy base near the BK or AQ. This is counter-intuitive for me personally as I normally try to avoid them at all cost, but trust me, when you’ve got the firepower of several pekkas with a wall of wizards behind them, enemy heroes will fall quickly and without much of a fight.

Enemy Clan Castle: There are several ways to handle enemy cc troops depending on your preference or the layout of the enemy base. For more detailed instructions, see our guide on drawing out enemy cc troops.

  1. Draw them out and hit them with your archers
  2. Draw them out and hit them with your lightning spell
  3. If they’re central and difficult to draw out, wait until your troops naturally draw them out and hit them with a freeze spell. Try to time it so the freeze spell also covers a defense.

Hero Abilities: I’ve found that the BK ability is best used when he targets enemy cc troops or as he approaches a string of consecutive defenses, although there are dozens of situations where it may be necessary in order to keep him chugging along. I like to use the AQ’s ability in more dire situations as she’s often the last troop standing — i.e., as she approaches a particularly heavy defense (like a wizard tower) or when her health is a half to a quarter remaining. Using the AQ’s ability too early in the attack when she’s taking no damage may end up costing you the win, and if she is hitting the TH and needs a few extra seconds, you may be able to take it by saving her ability until then. As you practice this combination, you will find that bases with inferno towers set on single target are quite a bit easier as they won’t decimate your wallbreakers and wizards as quickly. You do, however, need to pay more attention to when they lock onto your golems, pekkas, or heroes.

Attack Specs:
Elixir Cost*: PEKKA, 200k + Wizards, 60k + Wallbreakers, 35k + Archers, 7.5k = 302,500
Dark Elixir Cost*: Golem, 1500 = 1,500
Troop Training Time**: 75 minutes
Difficulty: 4.2 out of 5.0
Fun: 4.0 out of 5.0

*Assumes max level troops
**Does not include spell time or cost

Interested in Joining?

Seek us out at clan tag #YYYCPQ82

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